Great Weapon Fighting
When the Avatar rolls a 1 or 2 on a damage die for an attack it makes with a melee weapon that it is wielding with two hands, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Improved Critical
The Avatar of Strength's weapon attacks score a critical hit on a roll of 19 or 20.
Superiority Dice. The Avatar has four superiority dice, which are d6s. A superiority die is expended when it uses them. It regains superiority dice from its legendary action Inner Strength.
Multiattack. The Avatar of Strength makes two weapon attacks with it's Greatsword and/or Hammer per round.
Greatsword(large). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 7) [slashing] damage.
Hammer of Returning(warhammer). Ranged Weapon Attack: +10 to hit, range 20/60 ft., 1 target. Hit: 11 (1d6 + 7) [Bludgeoning] damage.
It's bonus actions are in it's multi-attack.
Brace
When a creature the Avatar can see moves into the reach, it can use its reaction to expend one superiority die and make one attack against the creature. If the attack hits, add the superiority die to the weapon’s damage roll.
Parry
When another creature damages the Avatar with a melee attack, it can use its reaction and expend one superiority die to reduce the damage by the number it rolls on its superiority die + its Dexterity modifier.
The Avatar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Avatar regains spent legendary actions at the start of his turn.
Combat Maneuver (Costs 1 Action). The Avatar uses one of the combat maneuvers from the Battlemaster list. The Avatar must have superiority dice left to perform this.
Second Wind (Costs 1 Action). The Avatar regains 1d10+12 hit points. This ability cannot be used again until after the Avatar's next turn.
Inner Strength (Costs 3 Actions). The Avatar regains1d4 spent superiority dice.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Avatar of Strength is a hulking and ferocious beast with shaggy fur and tree trunk like arms. It hefts an impossibly thick living wood greatsword with ease. A beast of Nature its large eyes glow green with wisps of luminous fog streaming from them. The heavy earthy smell radiates outward from the creature. It bellows it's primal and beastial call and battles with the fury of nature herself.
The Avatar of strength focuses it's fury on the first threats it sees and ends them. It is simple minded but brutal, using each of its combat maneuvers with great efficiency to tear parties down one member at a time.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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